CN105379309B - For reproducing the arrangement and method of the audio data of acoustics scene - Google Patents
For reproducing the arrangement and method of the audio data of acoustics scene Download PDFInfo
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Classifications
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04S—STEREOPHONIC SYSTEMS
- H04S7/00—Indicating arrangements; Control arrangements, e.g. balance control
- H04S7/30—Control circuits for electronic adaptation of the sound field
- H04S7/305—Electronic adaptation of stereophonic audio signals to reverberation of the listening space
- H04S7/306—For headphones
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04S—STEREOPHONIC SYSTEMS
- H04S7/00—Indicating arrangements; Control arrangements, e.g. balance control
- H04S7/30—Control circuits for electronic adaptation of the sound field
- H04S7/302—Electronic adaptation of stereophonic sound system to listener position or orientation
- H04S7/303—Tracking of listener position or orientation
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04R—LOUDSPEAKERS, MICROPHONES, GRAMOPHONE PICK-UPS OR LIKE ACOUSTIC ELECTROMECHANICAL TRANSDUCERS; DEAF-AID SETS; PUBLIC ADDRESS SYSTEMS
- H04R5/00—Stereophonic arrangements
- H04R5/04—Circuit arrangements, e.g. for selective connection of amplifier inputs/outputs to loudspeakers, for loudspeaker detection, or for adaptation of settings to personal preferences or hearing impairments
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04S—STEREOPHONIC SYSTEMS
- H04S2400/00—Details of stereophonic systems covered by H04S but not provided for in its groups
- H04S2400/11—Positioning of individual sound objects, e.g. moving airplane, within a sound field
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04S—STEREOPHONIC SYSTEMS
- H04S2420/00—Techniques used stereophonic systems covered by H04S but not provided for in its groups
- H04S2420/01—Enhancing the perception of the sound image or of the spatial distribution using head related transfer functions [HRTF's] or equivalents thereof, e.g. interaural time difference [ITD] or interaural level difference [ILD]
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Abstract
The present invention relates to a kind of for reproducing the arrangement (8) of the audio data of the acoustics scene (2) in given environment (1), wherein, the arrangement (8) is adapted for generating multiple audio signals at least for a first earphone sound channel (CH1) of a headset assembly (3) and a second earphone sound channel (CH2), wherein, these audio signals in the acoustics scene (2) at least one audio object (Ox) and/or sound source (Sy) it is corresponding, the acoustics scene includes around a listener (L) arranged at least one given nearly range (C0 to Cm) and at least one given remote range (D1 to Dn), so that (any one of D1 to Dn) is remote, and range will (C0 be any into Cm) at least one nearly range than this at least one remote range One nearly range is further from the listener (L), wherein the arrangement (8) includes :-one the first earphone sound channel (CH1);- one the second earphone sound channel (CH2);- one basic sound channel provider (6), the basic sound channel provider includes at least a fundamental system (4), which is adapted for reproducing and is arranged at least one remote range (corresponding multiple audio signals of at least one audio object (Ox) and/or sound source (Sy) of D1 into Dn);- one neighbouring sound channel provider (7), this includes at least a neighbor systems (5) adjacent to sound channel provider, the neighbor systems are adapted for reproducing and are arranged at least one nearly range (corresponding multiple audio signals of at least one audio object (Ox) and/or sound source (Sy) of C0 into Cm), wherein :-basic sound channel the provider (6) is configured for providing a first basic effect sound channel (BEC1) of the fundamental system (4) and a second basic effect sound channel (BEC2) to create and at least one remote range (corresponding at least one elementary audio signal of D1 to Dn);This adjacent to sound channel provider (7) be configured for providing a first proximity effect sound channel (PEC1) of the neighbor systems (5) and a second proximity effect sound channel (PEC2) with create at least one nearly range (C0 to Cm) it is corresponding at least one adjacent to audio signal;And wherein ,-the first earphone sound channel (CH1) is driven by the first basic effect sound channel (BEC1) and the first proximity effect sound channel (PEC1);And the second earphone sound channel (CH2) is driven by the second basic effect sound channel (BEC2) and the second proximity effect sound channel (PEC2).
Description
Technical Field
The present invention relates to an arrangement and a method for reproducing audio data, in particular a first headphone channel and a second headphone channel corresponding to at least one audio object and/or at least one sound source in a given environment for driving a headphone assembly.
Background
The multi-channel signal may be reproduced by three or more loudspeakers (e.g., 5.1 or 7.1 surround sound channel loudspeakers) to form a two-dimensional (2D) and/or three-dimensional (3D) effect.
Conventional surround sound systems can produce sound placed in any direction with respect to a listener positioned in the so-called sweet spot (sweet spot) of the system. However, conventional 5.1 or 7.1 surround sound systems do not allow for the reproduction of auditory events perceived by a listener at distances close to their head. Several other spatial audio techniques, such as Wave Field Synthesis (WFS) or Higher Order Ambisonics (HOA) systems, can produce so-called concentrated sources that can use a large number of loudspeakers to concentrate the acoustic energy at a determinable position relative to the listener to cause the proximity effect described above.
Channel-based surround sound reproduction and object-based scene rendering are known in the art. There are several surround sound systems that reproduce audio with a plurality of loudspeakers placed around a so-called sweet spot. The sweet spot is where the listener should be positioned for perceiving the best spatial impression of the audio content. The most conventional systems of this type are the prevalent 5.1 or 7.1 systems, which have 5 or 7 loudspeakers positioned on a rectangle, circle or sphere around the listener and a low frequency effect channel. The audio signals for supplying the loudspeakers are either formed by a mixer (e.g. film soundtrack, music soundtrack) during the production process, or they are generated in real time, e.g. in an interactive game scenario or from other object-based scenarios.
Fig. 1 shows a well-known reproduction system comprising a surround system with a plurality of loudspeakers (4.1 to 4.5) and at least two loudspeaker bars (5.1 and 5.2) arranged around a position X of a listener L in an environment 1 (e.g. in a room) to produce a plurality of audio signals, e.g. a film track, a music track, an interactive game scene and thus an acoustic scene 2 for the listener L in the room: while the surround system produces a far-sound effect and the loudspeaker bars (5.1 and 5.2) produce an effect close to the listener L.
Document KR 100818660B 1 describes a 3D sound generation system that improves the immersion of virtual reality by simulating the far and near ears in the near field in different ways for models in the near field. A 3D sound generation system for a model in the near field includes a far-ear processing unit and a near-ear processing unit. The far-ear processing unit processes a sound source arriving in an ear positioned at the far side among sound sources generated in the near field. A high pass filter with a 2KHz-5KHz cut-off frequency is included at the far-ear processing unit to attenuate high frequencies. The near-ear processing unit processes a sound source arriving in an ear positioned at the near side among sound sources generated in the near field.
Document WO 2011/068192 a1 provides an acoustic space that enables the movement of sound from inside the human body to outside the human body (or conversely from outside the human body to inside the human body). A sound output device mountable near the ear is used as an output device of an internal sound positioned in the head of a human being, and a sound output device positioned outside is used as an output device of an external sound; the spatial effect of sound is realized as an acoustic space between the inside and the outside of the body. The acoustic conversion device is provided with a sound signal generation device, at least one internal sound output device mountable near the ear of the listener, and at least one external sound output device positioned at a distance from the listener. The internal sound output device and the external sound output device are capable of synchronous output, and the devices output different sound information, so that the listener can hear sounds from the internal sound output device and the external sound output device.
Disclosure of Invention
It is an object of the present invention to provide an arrangement and a method with improved reproduction of audio data in an acoustic scene by a first earpiece and a second earpiece each driven by a plurality of channels for forming a multi-dimensional (in particular, two-dimensional or three-dimensional) sound effect.
This object is achieved by an arrangement for providing a first headphone channel and a second headphone channel of a headphone assembly according to claim 1 and by a method for providing a first headphone channel and a second headphone channel of a headphone assembly according to claim 8.
Preferred embodiments of the invention are given in the dependent claims.
According to the present invention, there is provided an arrangement for reproducing audio data of an acoustic scene in a given environment, for driving at least a first headphone channel and a second headphone channel of a headphone assembly corresponding to at least one audio object and/or at least one sound source in the acoustic scene subdivided into at least one far range and into at least one near range, for example, for generating a plurality of audio signals for the at least first and second headphone channels, wherein the arrangement comprises:
-a first headphone channel;
-a second headphone channel;
-a base channel provider;
-a neighboring channel provider, wherein:
the base channel provider is configured for providing a first base effect channel and a second base effect channel of the base system for creating at least one base audio signal corresponding to at least one far range, in particular the base channel provider comprises at least a base system adapted for reproducing audio signals corresponding to at least one audio object and/or sound source arranged in at least one far range;
-the proximity channel provider is configured for providing a first proximity effect channel and a second proximity effect channel of a proximity system to create at least one proximity audio signal corresponding to at least one close range, in particular the proximity channel provider is adapted for reproducing audio signals corresponding to at least one audio object and/or sound source arranged in at least one close range; and wherein the one or more of the one,
-the first headphone channel is driven by the first base effect channel and the first proximity effect channel; and is
-the second headphone channel is driven by the second base effect channel and the second proximity effect channel.
The first and second headphone channels correspond to an extended virtual 2D or 3D sound effect in such a way that a given virtual or real audio object and/or sound source in space of the virtual and/or real acoustic scene relative to the position of the listener in the acoustic scene and/or environment is reproduced by exploiting the perception of distance (over the far range or the near range or over both ranges and thus over any distance between far and near) and/or direction (in angular position to the position of the listener and respectively over the first and/or second headphone channel-on the left and/or right ear).
In one exemplary embodiment, the acoustic scene includes at least one given near range and at least one given far range arranged around the listener.
In an exemplary embodiment, the base system is adapted for reproducing a plurality of audio signals corresponding to at least one audio object and/or sound source arranged in at least one far range. The proximity system is adapted to reproduce a plurality of audio signals corresponding to at least one audio object and/or sound source arranged in at least one near range.
In one exemplary embodiment, the audio objects are spatially distributed acoustic emission sources that emit sound having determined emission characteristics (such as, for example, emission direction and damping). The real audio object may be given as, for example, a speaking person or a musical instrument playing music. The virtual audio object may correspond to a virtual scene, such as a graphic or synthetic background noise in a video game. In one exemplary embodiment, the sound source is an acoustic point source that emits sound from a determined location in an acoustic scene. The sound source may for example be given by a loudspeaker, a sound machine or other real sound source.
This arrangement may be used in interactive game scenarios, movies and/or other PC applications, where multi-dimensional (in particular, 2D or 3D) sound effects are desirable. In particular, the arrangement allows 2D or 3D sound effects, in particular, proximity effects and basic or far effects generated in the headphone assembly, which are very close to the listener and far away from the listener or any range in between. For this purpose, the acoustic environment and/or the acoustic scene is subdivided into a given number of far and near ranges. For example, in an interactive game scenario, wind noise may be generated away from the listener in at least one given far range, wherein sound may be generated only in or near one ear of the listener in at least one given near range. In other scenarios, audio objects and/or sound sources are moved around the listener in the corresponding far and/or near ranges using panning (in particular panning, e.g. a mix between the base system and the neighboring system) between different near or far active audio systems, such that they sound to the listener from any position in space, wherein panning means that a monaural acoustic signal or a pair of stereo acoustic signals propagates into a plurality of new acoustic signals, e.g. into a new pair of stereo signals. In particular, the panning may be implemented as a mixing between the basic system and the neighboring system, such that the listener perceives a movement of the audio object and/or the sound source in the acoustic scene. Furthermore, movements of the listener (e.g. head movements) may be taken into account in the provision of the first and second headphone channels, wherein the generated first and second headphone channels are tracked using the head position of the listener accordingly.
In an exemplary embodiment, the base system and the proximity system are adapted to process the corresponding panning information of the audio object and/or the sound source by panning the same audio object and/or the same sound source between the base system and the proximity system, in particular in such a way that the audio object and/or the sound source is panned within one of the near ranges or the far ranges or between different ranges.
In one possible embodiment, the base system is a computer-implemented system that includes a base system based on multiple Head Related Transfer Functions (HRTFs) and/or Binaural Room Impulse Responses (BRIRs) that represents how sound from distant points in a given environment is received at the ears of a listener. The base channel provider is a 2D or 3D channel provider adapted for base system perception using a plurality of corresponding head related transfer functions and/or binaural room impulse responses for corresponding first and second headphone channels to generate an audio signal, in particular a base audio signal, to provide first and second base effect channels, the audio signal being adapted for panning at least one audio object and/or at least one sound source to a corresponding angular position in the far range of the listener and having a corresponding intensity for the corresponding first and second headphone channels. Those head related transfer functions and binaural room impulse responses of the basic system for the headphone assembly are given (in particular, measured).
In one possible embodiment, the proximity system is a computer-implemented system that includes an HRTF/BRIR based proximity system that represents how sound from near points in a given environment is received at the listener's ears. The proximity channel provider is a 2D or 3D channel provider adapted for proximity system perception using a plurality of corresponding head related transfer functions and/or binaural room impulse responses for corresponding first and second headphone channels to generate a proximity audio signal to provide first and second proximity effect channels, the audio signal being adapted for panning the at least one audio object and/or the at least one sound source to a corresponding angular position and with a corresponding intensity in a close range of a listener for the corresponding first and second headphone channels. Those head related transfer functions and binaural room impulse responses for the proximity system of the headphone assembly are given (in particular, measured).
In an alternative embodiment, the proximity channel provider is adapted for processing so-called direct audio signals of the audio object and/or from at least one sound source (e.g. a plurality of audio signals from a plurality of sound bars) to create audio signals of the audio object and/or the sound source in a corresponding near range of the listener, in particular to provide the first and second proximity effect channels for near perception in the corresponding first and second headphone channels.
In order to give a feasible proximity sound effect and to achieve a natural perception of audio objects and/or sound sources at both ears of the listener, a plurality of audio processing units (in particular a plurality of delay units and filters) are provided to adapt a so-called direct audio signal for the near perception in the first and second proximity effect channels and thus in the first and second headphone channels. This results in sound effects at the two ears of the listener: the audio objects and/or sound sources are reproduced with different intensities at the left and right ears of the listener, so that a natural perception of the audio objects and/or sound sources is achieved. In particular, for a sound source in space from the acoustic scene on the left side of the listener, an audio signal is created that has greater intensity and other spectral characteristics for the corresponding left headphone channel than for the right headphone channel. By this difference in intensity and spectral characteristics, natural perception is achieved.
In order to improve the multi-dimensional (2D or 3D) sound effect for the listener and depending on the kind of headphone assembly and/or the availability of real audio facilities, the driving of the first and second headphone channels of the headphone assembly may additionally be supported by a plurality of other different audio systems, wherein each audio system may create only one or more than one of those far and near ranges of the acoustic environment which are defined.
In particular, the arrangement may comprise a headphone assembly in combination with another real or virtual audio system (such as a surround system and/or a proximity system arranged spatially or remotely from the listener), wherein the headphone assembly creates a corresponding near range, while the proximity system creates another and/or the same near range as the headphone assembly for near perception, and the surround system creates a corresponding far range for far perception.
In one exemplary embodiment, the base system further comprises a surround system (e.g. a 5.1 or 7.1 surround system) arranged in a given environment with at least three loudspeakers, wherein the base channel provider is a surround channel provider for providing the first and second base effect channels by generating audio signals corresponding to at least one audio object panned to at least one far range and/or from at least one sound source for the corresponding loudspeakers of the surround system.
In particular, the surround system may be designed as a virtual or spatially arranged audio system (e.g. a home entertainment system, such as a 5.1 or 7.1 surround system) which is combined with open-back headphones to generate multi-dimensional (e.g. 2D) sound effects in different scenarios, wherein sound sources and/or audio objects far away from the listener are generated by the surround system in one of the far ranges and sound sources and/or audio objects close to the listener are generated by the headphone assembly in one of the near ranges. Using panning information allows for movement of audio objects and/or sound sources between different near and far ranges in an acoustic environment resulting in a varying listening perception of the distance to the listener and also a corresponding driving of the headphone components and the basic system. The surround system may be designed as a virtual or spatially or remotely arranged surround system, wherein the virtual surround system is simulated by a computer-implemented system in a given environment and the real surround system is arranged in the given environment at a distance from the listener.
In another exemplary embodiment, the proximity system is at least one sound bar comprising a plurality of loudspeakers, in order to provide audio signals for panning at least one audio object and/or at least one sound source to a corresponding angular position and with a corresponding intensity for further proximity perception in the close range of the listener for the corresponding sound bar. In particular, two sound bars are provided, wherein one sound bar covers the left side of the listener and the other sound bar covers the right side of the listener. The proximity system may be designed as a virtual or distally arranged proximity system, wherein the sound bars of the virtual proximity system are simulated by the computer-implemented system in a given environment and the sound bars of the real proximity system are arranged at a distance from the listener.
Depending on the panning information of the audio objects and/or sound sources (e.g. their positions in the acoustic scene, in particular their angular positions and/or distances to the listener)), the audio objects and/or sound sources are panned within one of these near or far ranges or between different ranges to create the base effect channel and the proximity effect channel by driving a mixing between the audio channels of e.g. the audio systems (e.g. of the head assembly and the proximity system and/or the base system).
According to another aspect of the present invention, a method for reproducing audio data of an acoustic scene in a given environment is provided for driving at least a first headphone channel and a second headphone channel of a headphone assembly corresponding to at least one audio object and/or at least one sound source in the given environment, in particular for generating a plurality of audio signals at least for the first headphone channel and the second headphone channel of the headphone assembly (3), wherein the audio signals correspond to the at least one audio object and/or the at least one sound source, wherein the method comprises the steps of:
-subdividing the acoustic scene and/or environment into at least one far range and into at least one near range;
-providing a first headphone channel;
-providing a second headphone channel; wherein
-a base channel provider providing a first base effect channel and a second base effect channel of a base system to create at least one far range, in particular at least one base audio signal corresponding to the at least one far range;
-the proximity channel provider providing a first proximity effect channel and a second proximity effect channel of a proximity system to create at least one proximity range, in particular at least one proximity audio signal corresponding to the at least one proximity range; and wherein the one or more of the one,
-a first headphone channel is driven by the first base effect channel and the first proximity effect channel; and is
-a second headphone channel is driven by the second base effect channel and the second proximity effect channel.
In an exemplary embodiment, a base channel provider formed as a 2D or 3D channel provider generates an audio signal using a plurality of corresponding Head Related Transfer Functions (HRTFs) and/or Binaural Room Impulse Responses (BRIRs) for corresponding first and second headphone channels to provide first and second base effect channels, wherein the audio signal is adapted for translation to at least one audio object and/or at least one sound source within at least one far range of a listener for the corresponding first and second headphone channels.
In one exemplary embodiment, a proximity channel provider formed as a 2D or 3D channel provider generates audio signals for providing first and second proximity effect channels using a plurality of corresponding Head Related Transfer Functions (HRTFs) and/or Binaural Room Impulse Responses (BRIRs) for corresponding first and second headphone channels, the audio signals for panning at least one audio object and/or at least one sound source in at least one near range of a listener.
In an alternative embodiment, the proximity channel provider calculates a plurality of direct audio signals (e.g. a plurality of audio signals from a plurality of sound bars) for providing a first and a second proximity effect channel for a corresponding first and second headphone channel, the audio signals for panning the audio signals of at least one audio object and/or at least one sound source in the near range of the listener.
In order to improve the feasibility of 2D or 3D sound effects, the direct audio signals for the first proximity effect channel are delayed with respect to the direct audio signals for the second proximity effect channel and/or created with more or less intensity as the direct audio signals for the second proximity effect channel, or vice versa. This enables providing different proximity effects and sound impressions to audio objects and/or sound sources similar to natural sound (in particular, far perception and near perception) onto the first and second headphone channels.
In order to support a 2D or 3D sound effect generated onto the headphone assembly by at least one spatially or remotely arranged audio system, a base channel provider, which is additionally formed as a surround channel provider, provides first and second base effect channels for the corresponding loudspeakers of the spatially arranged audio system (in particular, the surround system) by generating audio signals for panning at least one audio object and/or at least one sound source in the far range of the listener.
According to another aspect of the present invention, a computer-readable recording medium having a computer program for executing the above-described method.
Further, the arrangement described above is for performing the method in an interactive game scenario, a software scenario or a movie scenario, in particular for reproducing audio data corresponding to an interactive game scenario, a software scenario, a simulated environment.
Furthermore, a headset assembly equipped with the above described arrangement forms a multi-depth headset.
Further areas of applicability of the present invention will become apparent from the detailed description provided hereinafter. It should be understood, however, that the detailed description and the specific examples, while indicating preferred embodiments of the invention, are given by way of illustration only, since various changes and modifications within the spirit and scope of the invention will become apparent to those skilled in the art from this detailed description.
Brief description of the drawings
The present invention will become more fully understood from the detailed description given herein below and the accompanying drawings which are given by way of illustration only and thus are not limitative of the present invention:
figure 1 shows an arrangement for reproducing audio data of an acoustic scene as known in the prior art and as described above,
fig. 2 shows an exemplary embodiment of an environment of an acoustic scene comprising a plurality of different far and near ranges around a listener's position, wherein the acoustic scene is only reproduced on a headphone assembly,
fig. 3 shows an example of an acoustic scene comprising a plurality of different far and near ranges around the position of a listener, the acoustic scene being reproduced by an audio reproduction arrangement according to the invention,
fig. 4 shows another exemplary embodiment of an environment of an acoustic scene comprising a plurality of different far and near ranges around the position of a listener, wherein the acoustic scene is reproduced on a headphone assembly and on a spatially or remotely arranged base system formed as a surround system,
fig. 5 shows another exemplary embodiment of an environment of an acoustic scene comprising a plurality of different far and near ranges around the position of a listener, wherein the acoustic scene is reproduced on a headphone assembly and on a basic system arranged spatially or far apart formed as a surround system and on a neighboring system arranged spatially or far apart formed as a sound bar,
fig. 6 shows a possible embodiment of an arrangement for providing a first headphone channel and a second headphone channel of a headphone assembly, and
fig. 7 shows an alternative embodiment of an HRTF/BRIR based proximity system for providing a first and a second proximity effect channel of a headphone assembly.
Corresponding parts are designated by the same reference numerals throughout the drawings.
Detailed description of the preferred embodiments
Fig. 2 shows an exemplary environment 1 of an acoustic scene 2 comprising a plurality of different far ranges (D1 to Dn) and near ranges (C0 to Cm) around a position X of a listener L.
The environment 1 may be a real space or a virtual space, e.g. a living room or a space in a game or in a movie or in a software scenario (e.g. in a movie soundtrack, a music soundtrack, in an interactive game scenario or in other object based scenarios).
The acoustic scene 2 comprises at least one audio object Ox generated in the virtual environment 1, e.g. human voice, wind voice, noise of an audio object. Additionally or alternatively, the acoustic scene 2 comprises at least one sound source Sy, e.g. loudspeakers, generated in the environment 1.
According to the invention, the listener L uses a headphone assembly 3 (e.g. an open-back headphone or a closed-back headphone).
According to the panning information of the audio object Ox and/or the sound source Sy in the acoustic scene 2, the audio object Ox and/or the sound source Sy is panned to and/or between at least one of the corresponding acoustic ranges, in particular to and/or between the far ranges (D1 to Dn) and/or the near ranges (C0 to Cm). in particular, according to the panning information, the audio object Ox and/or the sound source Sy is reproduced on the headphone assembly 3 within at least one of the near ranges (C0 to Cm) or the far ranges (D1 to Dn) and with a corresponding intensity in a given angular position α and a given distance r, respectively, to the position X of the listener L.
In the case of an open-backed headphone assembly 3 (e.g. in-ear headphones), the acoustic scene 2 and hence the audio object Ox and/or the sound source Sy are generated by an audio reproduction arrangement 8 comprising a computer program, e.g. using an HRTF/BRIR based system representing how sounds from far and/or near points in a given environment 1 are received at the two ears of a listener. The audio reproduction arrangement 8 comprises a base channel provider 6 and a neighboring channel provider 7. In the present exemplary embodiment, the base channel provider 6 comprises a computer-implemented base system 4 (e.g. a virtual surround system) having a far HRTF/BRIR based system 4-HRTF for generating a far sound effect (e.g. at least one base audio signal corresponding to at least one far range (D1 to Dn)) for base system perception, and the proximity channel provider 7 comprises a computer-implemented proximity system 5 (e.g. a virtual speaker bar) having a near HRTF/BRIR based system 5-HRTF (shown in more detail in fig. 6) for generating a near sound effect (e.g. at least one near range audio signal corresponding to at least one near range (C0 to Cm)) for proximity system perception.
In general, the base system 4 is adapted for reproducing a plurality of audio signals corresponding to at least one audio object Ox and/or sound source Sy arranged in at least one far range (D1 to Dn), wherein the proximity system 5 is adapted for reproducing a plurality of audio signals corresponding to at least one audio object Ox and/or sound source Sy arranged in at least one near range (C0 to Cm).
Those head related transfer functions and/or binaural room pulse 4-HRTFs are given (in particular measured) for the computer implemented base system 4 of the headphone assembly 3. Also the head related transfer function of the proximity system 5 and/or the binaural room impulse response 5-HRTF are given (in particular measured).
As an alternative to the HRTF/BRIR based proximity system, the proximity system 5 (shown in more detail in fig. 6) is also a computer implemented system adapted for processing the direct audio signals DAS1, DAS2 (shown in fig. 7) of the audio object Ox and/or the sound source Sy to generate a plurality of audio signals in the near range (C0 to Cm) to drive the headphone assembly 3.
In order to achieve a natural far-and near-perception of the audio object Ox and/or the sound source Sy at both ears of the listener L via the headphone assembly 3, the headphone assembly 3 designed according to the embodiment of fig. 2 thus forms a multi-depth headphone by reproducing the audio object Ox. with a perception of the distance r and/or direction in a given distance r and in a given angular position α with corresponding intensities by translating the object Ox to a corresponding angular position α within or between those corresponding near distances (C0 to Cm) or far distances (D1 to Dn) on the headphone assembly 3.
Fig. 3 shows an example of an acoustic scene 2 with different far ranges (D1 to Dn) and near ranges (C0 to Cm) and with at least one basic effect range B0 surrounding at least one far range D1 and one near effect range P0 surrounding at least one near range C0 created by the basic effect channels (BEC1, BEC2) and the near effect channels (PEC1, PEC2) of the audio reproduction arrangement 8 (example shown in fig. 6) at the headphone channels (CH1, CH2) of the headphone assembly 3. As described in further detail below, the created basic effect range B0 and proximity effect range P0 give the listener L basic system perception and proximity system perception around its position X in the acoustic scene 2.
Fig. 4 and 5 show an alternative embodiment comprising as audio reproduction system 8 a headphone assembly 3 in combination with a further spatially or remotely arranged base system 4 ' (fig. 4), and a headphone assembly 3 in combination with a further spatially or remotely arranged base system 4 ' and with a further spatially or remotely arranged proximity system 5 ' (fig. 5).
According to the invention, the audio reproduction system comprises in its simplest form only a headphone assembly 3 with a first basic system 4 designed to simulate an HRTF/BRIR based basic system, e.g. a surround system, and a first proximity system 5 designed to simulate an HRTF/BRIR based proximity system, e.g. a virtual proximity system, or a direct audio signal based proximity system (e.g. a sound bar).
In the case of open-back headphones (e.g., open-back headphones that allow air circulation), the audio reproduction system may additionally include another base system 4' as shown in fig. 4. The further basic system 4' shown by way of example is designed as a surround system, for example as a 5.1 or 7.1 surround system. The shown surround system comprises five loudspeakers 4.1 to 4.5. Alternatively, the surround system may comprise three, four or more loudspeakers and may be designed as a 3D surround system with a corresponding number of loudspeakers and one loudspeaker array/arrangement. Furthermore, a simple design of the further basic system 4 is a stereo audio system with two loudspeakers.
During operation of the audio reproduction system, audio objects Ox and/or sound sources Sy panned to the near range (C0 to Cm) are generated by the headphone assembly 3, wherein audio objects Ox and/or sound sources Sy panned to the far range (D1 to Dn) are generated by another base system 4'. In particular, depending on the position of the audio object Ox and/or the sound source Sy in the acoustic scene 2, the audio object Ox and/or the sound source Sy may be generated with different translation information (e.g. different intensities) to create that audio object Ox and/or that sound source Sy within and/or between the corresponding near range (C0 to Cm) or far range (D1 to Dn) by driving the headphone assembly 3 and correspondingly driving the other basic system 4'. Thus, different proximity sound effects in the near range (C0 to Cm) are generated by the earphone assembly 3 and different far sound effects in the far range (D1 to Dn) are generated by the other base system 4'.
Fig. 5 shows an audio reproduction system comprising a headphone assembly 3 in combination with a further base system 4 'and a further proximity system 5'. The other proximity system 5' is formed as an acoustic bar 5.1, 5.2. Each of the sound bars 5.1, 5.2 comprises a plurality of loudspeakers arranged to produce sound in the close range of the listener L.
According to another exemplary embodiment, the acoustic scene 2 to be reproduced may be designed as an acoustic scene: wherein an audio object Ox and/or a sound source Sy are generated by the headphone assembly 3 (driven by the HRTF/BRIR based proximity system and/or direct audio signals) and/or by the real sound bar 5.1, 5.2 and translated to at least one near range (C0 to Cm), and wherein the audio object Ox and/or the sound source Sy are generated by another base system 4' of the headphone assembly 3 and/or the computer implemented HRTF/BRIR based base system 4 and translated to at least one far range (D1 to Dn).
In particular, different audio reproduction units may be assigned to one of these acoustic far ranges (D1 to Dn) and near ranges (C0 to Cm) in order to produce a far or basic effect and a near or near effect for the listener L. For example, the HRTF/BRIR based proximity system 4 of the headphone assembly 3 may be adapted to create a first near range C0 to generate a proximity sound effect in a corresponding first near range C0; another proximity system 5' (e.g. sound bar 5.1, 5.2) may be adapted to create a second near range Cm for generating a proximity sound effect in the corresponding second near range Cm; another base system 4' (e.g. a surround system) may be adapted to create a first far range D1 to generate a far sound effect in the first far range D1 and the HRTF/BRIR based base system 4 of the headphone assembly 3 may be adapted to create a second far range D2 to generate a far sound effect in the second far range D2.
In an embodiment with only headphone assemblies 3 forming multi-depth headphones according to the present invention, as shown in the exemplary embodiment in fig. 6, the headphone assemblies 3 are driven by an audio reproduction arrangement 8 in order to drive the first headphone channel CH1 and the second headphone channel CH2 of the headphone assemblies 3.
In case another basic system 4 '(e.g. the surround system shown in fig. 4) and/or another proximity system 5' (e.g. the focus bar shown in fig. 5) is used in addition to the headphone assembly 3, the audio reproduction system 8 additionally comprises a corresponding basic system 4 'and a corresponding proximity system 5' (shown in dashed lines in fig. 6).
Fig. 6 shows a possible embodiment of an audio reproduction system 8 for driving a first headphone channel CH1 (e.g. a left headphone channel) and a second headphone channel CH2 (e.g. a right headphone channel) of a headphone assembly 3.
The audio reproduction arrangement 8 comprises a base channel provider 6 and a neighboring channel provider 7.
The base channel provider 6 as well as the adjacent channel provider 7 are fed with audio data, for example a data stream or sound of at least one audio object Ox and/or of at least one sound source Sy of the acoustic scene 2.
The base channel provider 6 allows reproducing audio data in these far ranges (D1 to Dn) on both headphone channels CH1, CH2 for basic system perception. In particular, the base channel provider 6 comprises a virtual base system or a real base system 4, for example a surround system with a plurality of loudspeakers (4.1 to 4.5) and an HRTF/BRIR based base system 4-HRTF for rendering at headphone channels CH1, CH2 and thus perceiving the base system 4.
The proximity channel provider 7 allows reproducing audio data in these near ranges (C0 to Cm) on both headphone channels CH1, CH2 for proximity system perception. In particular, the proximity channel provider 7 comprises a virtual or real proximity system 5, e.g. loudspeakers or sound bars (5.1 to 5.2) and an HRTF/BRIR based proximity system 5-HRTF for rendering at headphone channels CH1, CH2 and thus perceiving the proximity system 5.
Furthermore, each provider 6, 7 (in particular the corresponding base system 4 and the corresponding proximity system 5) is additionally fed with panning information P4, P5, for example the distance r and/or the angular position α of the audio object Ox and/or the sound source Sy relative to the listener L.
According to the panning information P4, the audio data (e.g. the sound of the audio object Ox and/or the sound source Sy in the corresponding far distance r) are processed by the virtual or real base system 4 of the base channel provider 6 to create these far ranges (D1 to Dn) of the acoustic scene 2 by providing the first and second base effect channels BEC1, BEC2 for the first and second headphone channels CH1, CH 2.
According to the panning information P5, the audio data (e.g. the sound of the audio object Ox and/or the sound source Sy in the corresponding close range r) are processed by the virtual or real proximity system 5 of the proximity channel provider 7 to create these close ranges (C0 to Cm) of the acoustic scene 2 by providing the first and second proximity effect channels PEC1, PEC2 for the first and second headphone channels CH1, CH 2.
The base channel provider 6 is configured for processing the audio data of the far audio object Ox and/or the far sound source Sy using a basic system 4-HRTF based on HRTF/BRIR to create these far ranges (D1 to Dn) at the first and second headphone channels CH1, CH2 to provide a first base effect channel BEC1 and a second base effect channel BEC 2.
The proximity channel provider 7 is configured for processing the audio data of the near audio object Ox and/or the near sound source Sy using a HRTF/BRIR based proximity system 5-HRTF to create these near ranges (C0 to Cm) at the first and second headphone channels CH1, CH2 to provide a first proximity effect channel PEC1 and a second proximity effect channel PEC 2.
In other words, the base channel provider 6, in particular the base system 4 with HRTF/BRIR based base system 4-HRTF, is a virtual computer-implemented audio system that uses, for the respective first and second headphone channels CH1, CH2, a plurality of respective head-related transfer functions (HRTFs) and/or Binaural Room Impulse Responses (BRIRs) to provide audio signals for panning the audio objects Ox and/or sound sources Sy to respective angular positions and with respective intensities within a given far range (D1 to Dn) or between these far ranges (D1 to Dn) of the listener L.
In order to localize a specific sound effect closest to the ears of the listener L, the proximity channel provider 7 is instead designed as a direct audio signal based proximity system 5 configured for taking into account the characteristics of each corresponding near audio object Ox and/or sound source Sy to create these near ranges (C0 to Cm) as described in fig. 2 and to provide a first proximity effect channel PEC1 and a second proximity effect channel PEC2 for the first and second headphone channels CH1, CH 2.
To combine and create the far and near sound effects of the acoustic scene 2 in the headphone assembly 3, the generated audio signals of the first base effect channel BEC1 and the first proximity effect channel PEC1 and the generated audio signals of the second base effect channel BEC2 and the second proximity effect channel PEC2 are combined to provide and drive a first headphone channel CH1 (e.g., for the left ear of the listener L) and a second headphone channel CH2 (e.g., for the right ear of the listener L).
In particular, the audio signals of the virtual or real acoustic scene 2 generated for the corresponding first and second headphone channels CH1 and CH2 (e.g. for the left and right headphone channels, and/or for the virtual or real spatially or remotely arranged base system 4 and/or for the virtual or real spatially or remotely arranged proximity system 5) provide the listener L with a multi-dimensional (e.g. 2D or 3D) far and near auditory impression through the headphone assembly 3 and possibly through other audio reproduction systems (e.g. surround systems and/or sound bars 5.1, 5.2) in such a way that audio signals far from the audio object Ox and/or sound source Sy at which the listener L is positioned are created in the far range (D1 to Dn) by driving at least one of the base systems 4, 4 '(HRTF/BRIR based base system 4 and/or surround system 4' of the headphone assembly 3) with a more pronounced effect Much far sound effect and thus further away from the listener L and such that the audio signals of the audio object Ox and/or the sound source Sy positioned close to the listener L are created in the near range (C0 to Cm) with more near effect and thus closer to the listener L by driving at least one of the proximity systems 5, 5 '(the HRTF/BRIR based proximity system 5 of the headphone assembly 3 and/or the further proximity system 5' with the sound bar 5.1, 5.2).
Furthermore, the direction and/or the angular position α from which these audio signals are generated in the acoustic scene 2 (e.g. away from the left ear of the listener L or away from the right ear of the listener L) is considered in such a way that these audio signals are processed by the base channel provider 6 and by the adjacent channel provider 7, respectively, to drive the headphone channel CH1 or CH2 with different intensities, so that a natural perception is achieved.
Furthermore, the direction and/or the angular position α from which these audio signals are generated in the acoustic scene 2 (e.g. away from the left ear of the listener L or away from the right ear of the listener L) is considered in such a way that these audio signals are processed by the base channel provider 6 and by the adjacent channel provider 7, respectively, to drive the headphone channel CH1 or CH2 with different intensities, so that a natural far perception and near perception is achieved.
Fig. 7 shows an alternative embodiment of a HRTF/BRIR based proximity system 5-HRTF (shown in fig. 6) -the processing unit 7.1 of the proximity channel provider 7 for providing an audio reproduction arrangement 8 of a first headphone channel CH1 and a second headphone channel CH2 of a headphone assembly 3.
The proximity channel provider 7 is adapted to calculate and process direct audio signals DAS1, DAS2 of a near audio object Ox and/or a near sound source Sy (e.g. of a virtual proximity system 5 or another proximity system 5', in particular from a sound bar 5.1, 5.2) in order to provide first and second proximity effect channels PEC1, PEC2 to create a near range (C0 to Cm) of a listener L for the corresponding first and second headphone channels CH1, CH 2.
The processing unit 7.1 adapts the direct signals DAS1, DAS2 for the first and second proximity effect channel PECs 1, PEC2 to achieve a more natural perception.
In particular, the processing unit 7.1 comprises a corresponding filter F (e.g. a frequency filter) and a time delay τ and a signal adder or combiner "+", which corresponding filter processes the direct audio signals DAS1, DAS2 of the audio object Ox or sound source Sy to drive the proximity effect channels PEC1, PEC2 to create these near ranges (C0 to Cm) in such a way that the audio object Ox or sound source Sy is translated to corresponding angular positions and has corresponding intensities in the near ranges (C0 to Cm) for the corresponding headphone channels CH1 and CH 2.
In more detail, the processing unit 7.1 is adapted for generating audio signals for the headphone channels CH1, CH2 and thus for both the first and second proximity effect channels PEC1 and PEC2 for a sound source Sy or audio object Ox in space from the acoustic scene 2 on the right side of the listener L, wherein audio signals having a greater intensity for the corresponding right channel (e.g. PEC1 and CH1) than for the left channel (e.g. PEC2 and CH2) or vice versa are created. By this intensity difference, the path of the sound waves through the air is taken into account, and a natural perception is achieved at the ears of the listener L.
Additionally, but not further shown, the audio reproduction arrangement 8 may provide further effect channels for another spatially or remotely arranged base system 4 'and/or another adjacent system 5' with sound bars 5.1, 5.2.
Furthermore, the audio reproduction arrangement 8 may comprise more than one base channel provider 6 and more than one adjacent channel provider 7, in particular one separate channel provider for each audio system.
REFERENCE LIST
1 Environment
2 Acoustic scenes
3 earphone assembly
4 basic system
Basic system of 4-HRTF based on HRTF and/or BRIR
4' Another basic System
4.1 … … 4.5.5 loudspeaker
5 proximity system
5' another proximity system
5.1 … … 5.2.2 Sound Bar
6 basic sound channel provider
5-HRTF and/or BRIR-based proximity system
7 adjacent sound channel provider
7.1 delay cell
8 Audio reproduction arrangement
BEC1 first base Effect channel
BEC2 second base Effect channel
BRIR binaural room impulse response
C0 … … Cm near Range
CH1 first headphone channel
CH2 second headphone channel
Far range of D1 … … Dn
DAS1 first direct audio signal
DAS2 second direct audio signal
F filter
HRTF head related transfer function
L listener
Ox audio object
PEC1 first proximity effect channel
PEC2 second proximity effect channel
Distance r
Sy sound source
Tau time delay
α angular position
Claims (23)
1. An arrangement (8) for reproducing audio data of an acoustic scene (2) in a given environment (1), wherein the arrangement (8) is adapted to generate audio signals at least for a first headphone channel (CH1) and a second headphone channel (CH2) of a headphone assembly (3), wherein the audio signals correspond to at least one audio object (Ox) and/or sound source (Sy) in the acoustic scene (2), the acoustic scene comprising at least one given near range (C0 to Cm) and at least one given far range (D1 to Dn) arranged around a listener (L), such that any one far range of the at least one given far range (D1 to Dn) is further away from the listener (L) than any one near range of the at least one given near range (C0 to Cm), wherein the arrangement (8) comprises:
-the first headphone channel (CH 1);
-the second headphone channel (CH 2);
-a base channel provider (6) comprising at least a base system (4) adapted to reproduce audio signals corresponding to at least one audio object (Ox) and/or sound source (Sy) arranged in at least one far range (D1 to Dn);
-a proximity channel provider (7) comprising at least a proximity system (5) adapted to reproduce audio signals corresponding to at least one audio object (Ox) and/or sound source (Sy) arranged in at least one near range (C0 to Cm), wherein:
-the base channel provider (6) is configured to provide a first base effect channel (BEC1) and a second base effect channel (BEC2) of the base system (4) to create at least one base audio signal corresponding to at least one far range (D1 to Dn);
-the proximity channel provider (7) is configured to provide a first proximity effect channel (PEC1) and a second proximity effect channel (PEC2) of the proximity system (5) to create at least one proximity audio signal corresponding to at least one proximity range (C0 to Cm); and wherein the one or more of the one,
-the first headphone channel (CH1) is driven by the first basic effect channel (BEC1) and the first proximity effect channel (PEC 1); and is
-the second headphone channel (CH2) is driven by the second basic effect channel (BEC2) and the second proximity effect channel (PEC 2).
2. The arrangement of claim 1, wherein,
the base system (4) and the proximity system (5) are adapted to process panning information (P4, P5) of the same audio object (Ox) and/or the same sound source (Sy) by panning the same audio object (Ox) and/or the same sound source (Sy) between the base system (4) and the proximity system (5).
3. The arrangement of claim 2, wherein,
the base system (4) and the proximity system (5) are adapted to process panning information (P4, P5) of the same audio object (Ox) and/or the same sound source (Sy) by panning the same audio object (Ox) and/or the same sound source (Sy) between the base system (4) and the proximity system (5) by: such that the audio object (Ox) and/or the sound source (Sy) is translated within one of the near ranges (C0-Cm) or the far ranges (D1-Dn) or between different ranges (C0-Cm, D1-Dn).
4. The arrangement according to one of claims 1-3,
the base system (4) comprises a base system (4-HRTF) based on Head Related Transfer Functions (HRTFs) and/or Binaural Room Impulse Response (BRIR), wherein the base channel provider (6) is a 2D or 3D channel provider adapted to provide, for a respective first headphone channel (CH1) and second headphone channel (CH2), the first base effect channel (BEC1) and the second base effect channel (BEC2) using respective Head Related Transfer Functions (HRTFs) and/or Binaural Room Impulse Response (BRIR) to generate an audio signal adapted to be shifted to at least one audio object (Ox) and/or at least one sound source (Sy) within at least one far range (D1 to Dn) of the listener (L).
5. The arrangement according to one of claims 1-3,
the proximity system (5) comprises a proximity system (5-HRTF) based on Head Related Transfer Functions (HRTFs) and/or Binaural Room Impulse Response (BRIR), wherein the proximity channel provider (7) is a 2D or 3D channel provider adapted to generate, for a respective first headphone channel (CH1) and second headphone channel (CH2), an audio signal adapted to be shifted to at least one audio object (Ox) and/or at least one sound source (Sy) within at least one near range (C0 to Cm) of the listener (L) using corresponding Head Related Transfer Functions (HRTFs) and/or Binaural Room Impulse Response (BRIR) to provide the first proximity effect channel (PEC1) and the second proximity effect channel (PEC 2).
6. The arrangement of claim 4, wherein,
the proximity system (5) comprises a proximity system (5-HRTF) based on Head Related Transfer Functions (HRTFs) and/or Binaural Room Impulse Response (BRIR), wherein the proximity channel provider (7) is a 2D or 3D channel provider adapted to generate, for a respective first headphone channel (CH1) and second headphone channel (CH2), an audio signal adapted to be shifted to at least one audio object (Ox) and/or at least one sound source (Sy) within at least one near range (C0 to Cm) of the listener (L) using corresponding Head Related Transfer Functions (HRTFs) and/or Binaural Room Impulse Response (BRIR) to provide the first proximity effect channel (PEC1) and the second proximity effect channel (PEC 2).
7. The arrangement according to one of claims 1-3 and 6,
the base system (4) is a surround system (4 ') having at least four loudspeakers (4.1 to 4.5) in the given environment (1), wherein the base channel provider (6) is a surround channel provider for providing the first base effect channel (BEC1) and the second base effect channel (BEC2) by generating an audio signal corresponding to at least one audio object (Ox) panned to at least one far range (D1 to Dn) and/or from at least one sound source (Sy) for the respective loudspeakers (4.1 to 4.5) of the surround system (4').
8. The arrangement of claim 4, wherein,
the base system (4) is a surround system (4 ') having at least four loudspeakers (4.1 to 4.5) in the given environment (1), wherein the base channel provider (6) is a surround channel provider for providing the first base effect channel (BEC1) and the second base effect channel (BEC2) by generating an audio signal corresponding to at least one audio object (Ox) panned to at least one far range (D1 to Dn) and/or from at least one sound source (Sy) for the respective loudspeakers (4.1 to 4.5) of the surround system (4').
9. The arrangement of claim 5, wherein,
the base system (4) is a surround system (4 ') having at least four loudspeakers (4.1 to 4.5) in the given environment (1), wherein the base channel provider (6) is a surround channel provider for providing the first base effect channel (BEC1) and the second base effect channel (BEC2) by generating an audio signal corresponding to at least one audio object (Ox) panned to at least one far range (D1 to Dn) and/or from at least one sound source (Sy) for the respective loudspeakers (4.1 to 4.5) of the surround system (4').
10. The arrangement according to one of claims 1-3 and 6,
the proximity system (5) is at least one acoustic bar (5.1, 5.2) comprising a plurality of loudspeakers.
11. The arrangement of claim 4, wherein,
the proximity system (5) is at least one acoustic bar (5.1, 5.2) comprising a plurality of loudspeakers.
12. The arrangement of claim 5, wherein,
the proximity system (5) is at least one acoustic bar (5.1, 5.2) comprising a plurality of loudspeakers.
13. A method for reproducing audio data of an acoustic scene (2) in a given environment (1), wherein the method is adapted to generate audio signals at least for a first headphone channel (CH1) and a second headphone channel (CH2) of a headphone assembly (3), wherein the audio signals correspond to at least one audio object (Ox) and/or at least one sound source (Sy) in the given environment (1), the method comprising:
-subdividing the acoustic scene (2) and/or the given environment (1) into at least one far range (D1 to Dn) and at least one near range (C0 to Cm) arranged around a listener (L);
-providing the first headphone channel (CH 1);
-providing the second headphone channel (CH 2); wherein,
-a base channel provider (6) providing a first base effect channel (BEC1) and a second base effect channel (BEC2) of a base system (4) to create at least one base audio signal corresponding to at least one far range (D1 to Dn);
-a proximity channel provider (7) providing a first proximity effect channel (PEC1) and a second proximity effect channel (PEC2) of a proximity system (5) to create at least one proximity audio signal corresponding to at least one near range (C0 to Cm); and wherein the one or more of the one,
-the first headphone channel (CH1) is driven by the first basic effect channel (BEC1) and the first proximity effect channel (PEC 1); and is
-the second headphone channel (CH2) is driven by the second basic effect channel (BEC2) and the second proximity effect channel (PEC 2).
14. The method of claim 13, wherein,
panning information (P4, P5) of the same audio object (Ox) and/or the same sound source (Sy) is processed by the base system (4) and the proximity system (5) in order to pan the audio object (Ox) and/or the sound source (Sy) between the base system (4) and the proximity system (5).
15. The method of claim 14, wherein,
panning information (P4, P5) of the same audio object (Ox) and/or the same sound source (Sy) is processed in such a way that the audio object (Ox) and/or the sound source (Sy) is panned within one of the near ranges (C0 to Cm) or the far ranges (D1 to Dn) or between different ranges (C0 to Cm, D1 to Dn).
16. The method of one of claims 13-15,
the base channel provider (6), formed as a 2D or 3D channel provider, generates an audio signal for the respective first and second headphone channel (CH1, CH2) using respective head related transfer functions and/or binaural room impulse responses (4-HRTFs) to provide the first and second base effect channel (BEC1, BEC2), wherein the audio signal is adapted to pan at least one audio object (Ox) and/or at least one sound source (Sy) in a respective far range (D1 to Dn).
17. The method of one of claims 13-15,
the proximity channel provider (7), formed as a 2D or 3D channel provider, provides an audio signal for the respective first and second headphone channel (CH1, CH2) using corresponding head related transfer functions and/or binaural room impulse responses (5-HRTFs) to provide the first and second proximity effect channel (PEC1, PEC2), the audio signal being used for panning at least one audio object (Ox) and/or at least one sound source (Sy) in at least one near range (C0 … … Cm) of a listener (L).
18. The method of claim 16, wherein,
the proximity channel provider (7), formed as a 2D or 3D channel provider, provides an audio signal for the respective first and second headphone channel (CH1, CH2) using the respective head-related transfer functions and/or binaural room impulse responses (5-HRTFs) to provide the first and second proximity effect channel (PEC1, PEC2), the audio signal being used to pan at least one audio object (Ox) and/or at least one sound source (Sy) in at least one near range (C0 … … Cm) of a listener (L).
19. The method according to one of claims 13 to 15 and 18, wherein the base channel provider (6), which is additionally formed as a surround channel provider, provides the first base effect channel (BEC1) and the second base effect channel (BEC2) for a surround system with a given number of loudspeakers (4.1 to 4.5) by generating an audio signal for panning at least one audio object (Ox) and/or at least one sound source (Sy) in a corresponding far range (D1 … … Dn) of a listener (L).
20. The method according to claim 16, wherein the base channel provider (6), which is additionally formed as a surround channel provider, provides the first base effect channel (BEC1) and the second base effect channel (BEC2) for a surround system with a given number of loudspeakers (4.1 to 4.5) by generating an audio signal for panning at least one audio object (Ox) and/or at least one sound source (Sy) in a corresponding far range (D1 … … Dn) of a listener (L).
21. The method according to claim 17, wherein the base channel provider (6), which is additionally formed as a surround channel provider, provides the first base effect channel (BEC1) and the second base effect channel (BEC2) for a surround system with a given number of loudspeakers (4.1 to 4.5) by generating an audio signal for panning at least one audio object (Ox) and/or at least one sound source (Sy) in a corresponding far range (D1 … … Dn) of a listener (L).
22. A computer-readable recording medium having a computer program for executing the method according to any one of claims 13 to 21.
23. Use of an arrangement (8) according to any of claims 1-12 for performing a method according to any of claims 13-21 for reproducing audio data corresponding to an interactive game scenario, a software scenario, an audio scenario or a movie scenario.
Applications Claiming Priority (3)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
EP13169251.9A EP2806658B1 (en) | 2013-05-24 | 2013-05-24 | Arrangement and method for reproducing audio data of an acoustic scene |
EP13169251.9 | 2013-05-24 | ||
PCT/EP2014/060693 WO2014187971A1 (en) | 2013-05-24 | 2014-05-23 | Arrangement and method for reproducing audio data of an acoustic scene |
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